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  2. Textile sample - Wikipedia

    en.wikipedia.org/wiki/Textile_sample

    A small sample, usually taken from existing fabric, is called a swatch, whilst a larger sample, made as a trial to test print production methods, is called a strike off. For plain-dyed fabrics it is called a lab-dip , and for yarn-dyed fabrics (like stripes and checks), it is called a handloom .

  3. Texture mapping - Wikipedia

    en.wikipedia.org/wiki/Texture_mapping

    The way that samples (e.g. when viewed as pixels on the screen) are calculated from the texels (texture pixels) is governed by texture filtering. The cheapest method is to use the nearest-neighbour interpolation, but bilinear interpolation or trilinear interpolation between mipmaps are two commonly used alternatives which reduce aliasing or ...

  4. List of art media - Wikipedia

    en.wikipedia.org/wiki/List_of_art_media

    Media, or mediums, are the core types of material (or related other tools) used by an artist, composer, designer, etc. to create a work of art. [1] For example, a visual artist may broadly use the media of painting or sculpting, which themselves have more specific media within them, such as watercolor paints or marble.

  5. CMYK color model - Wikipedia

    en.wikipedia.org/wiki/CMYK_color_model

    The CMYK color model (also known as process color, or four color) is a subtractive color model, based on the CMY color model, used in color printing, and is also used to describe the printing process itself.

  6. Ray tracing (graphics) - Wikipedia

    en.wikipedia.org/wiki/Ray_tracing_(graphics)

    An algorithm that casts rays directly from lights onto reflective objects, tracing their paths to the eye, will better sample this phenomenon. This integration of eye-based and light-based rays is often expressed as bidirectional path tracing, in which paths are traced from both the eye and lights, and the paths subsequently joined by a ...

  7. Anisotropic filtering - Wikipedia

    en.wikipedia.org/wiki/Anisotropic_filtering

    The sample count required can make anisotropic filtering extremely bandwidth-intensive. Multiple textures are common; each texture sample could be four bytes or more, so each anisotropic pixel could require 512 bytes from texture memory, although texture compression is commonly used to reduce this.

  8. Subsurface scattering - Wikipedia

    en.wikipedia.org/wiki/Subsurface_scattering

    Real-world subsurface scattering of light in a photograph of a human hand Computer-generated subsurface scattering in Blender. Subsurface scattering (SSS), also known as subsurface light transport (SSLT), [1] is a mechanism of light transport in which light that penetrates the surface of a translucent object is scattered by interacting with the material and exits the surface potentially at a ...

  9. Normal mapping - Wikipedia

    en.wikipedia.org/wiki/Normal_mapping

    In 1978 Jim Blinn described how the normals of a surface could be perturbed to make geometrically flat faces have a detailed appearance. [2] The idea of taking geometric details from a high polygon model was introduced in "Fitting Smooth Surfaces to Dense Polygon Meshes" by Krishnamurthy and Levoy, Proc. SIGGRAPH 1996, [3] where this approach was used for creating displacement maps over nurbs.